This character was originally a WIP by N64Mario. I've obtained permission from him to update this character.6/21/08-powercharge-Ex-ism has powerset = 0 at start of round-combos, coommands, and sound fixes by Kung Fu Man-no cornerpush for (Shin) Ryu Yassai -Fixed rekkaken width-tweaked ground velocities for rekkaken-fall recover = 0 for all specials-tweaked some v-ism attacks-V-ism can now chain standing to jumping attacks-3 jab to rekkaken combo allowed-attacks during standing dodge implemented-ISM's now selectable at every 1st round of a match-other fixesBugs and feedback would be appreciated.Enjoy!http://www.sendspace.com/file/5b8um5
YagamiC4 said, June 10, 2008, 05:35:50 pmSo is this an update of what's on N64Mario's site right now, or an update of an old version?First option. I waited so long for completion this WIP. I lost hope N64Mario finish him but I'm happy you took over Fei Long. Definitely best Fei Long out there (not sure if accurate but who cares?).
Violin Ken said, June 10, 2008, 04:52:25 pmBecause this version only had six to begin with.I recall N64Mario's latest version having 12 pallettes ???.
Jarek Bachanek said, June 10, 2008, 05:38:24 pmYagamiC4 said, June 10, 2008, 05:35:50 pmSo is this an update of what's on N64Mario's site right now, or an update of an old version?First option. I waited so long for completion this WIP. I lost hope N64Mario finish him but I'm happy you took over Fei Long. Definitely best Fei Long out there (not sure if accurate but who cares?). Same here....... Big thanks!! Fei Long is my 2nd favorate ST character... You already know how happy & exicited I am to hear this.......
Thanks to all.This version is different from the one hosted on N64Mario's site. It was completely redone by N64Mario and was pretty much a dummy with accurate animation ticks and selectable isms SO STOP COMPARING PALETTES AMOUNTS!
Anyway, remember that you can always make your own custom palettes.Plus, a pal doesn't make a char good or bad, but the code itself, as well as the features presented.
Hi, while testing I realized that there is no Width stctrl when using the rekka ken, and some of the values for the ground.velocity are a little off.So when you are trying to combo your opponent they are too close and the move doesnt connect. This is both in the special and super versions of the attacks. Haven't noticed anything else as yet, overall a very solid Fei-LongI've been trying to help out with the running animation but thats a very slow process, so Im hoping someone will end up helping out too.
Thanks for the feedback.I've fixed the issue with width. I've lowered the ground velocity by 1 those moves (not uploaded)Thanks for trying to help with the running animation. A SSF2T nunchaku winpose would be great too! =P
Whats wrong with the runing animaton?, as i'm sure i can helpI feel genorous for 10 minutesCheers,RajaBoy
He's currently missing a running animation. The current one in place is just his walking forward anim sped up.
Violin Ken said, June 14, 2008, 07:41:43 pmHe's currently missing a running animation. The current one in place is just his walking forward anim sped up. oh thought it was coding, well i guess your in for some sprite ripping,Cheers,RajaBoydon't sk me why i thought it was a coding problem, wasn't thinking, i mean what creator who creates something as fantastic as this needs help with a running code?, sorry if offense was given my friend.Yes just downloaded
RajaBoy said, June 14, 2008, 07:45:03 pmViolin Ken said, June 14, 2008, 07:41:43 pmHe's currently missing a running animation. The current one in place is just his walking forward anim sped up. oh thought it was coding, well i guess your in for some sprite ripping,Cheers,RajaBoydon't sk me why i thought it was a coding problem, wasn't thinking, i mean what creator who creates something as fantastic as this needs help with a running code?, sorry if offense was given my friend.Yes just downloadedThere are't running sprites in the original game. There were a set of sprites which were created before, but the link is dead.Further to the testing above, you need to add a fall.recover = 0 to the last hit of the rekka ken for both the super and special version. Currently the opponent can recover before Fei-Long can, which is not good as I currently got beaten by Yun (warusaki)
jamielashley said, June 14, 2008, 09:01:18 pmRajaBoy said, June 14, 2008, 07:45:03 pmViolin Ken said, June 14, 2008, 07:41:43 pmHe's currently missing a running animation. The current one in place is just his walking forward anim sped up. oh thought it was coding, well i guess your in for some sprite ripping,Cheers,RajaBoydon't sk me why i thought it was a coding problem, wasn't thinking, i mean what creator who creates something as fantastic as this needs help with a running code?, sorry if offense was given my friend.Yes just downloadedThere are't running sprites in the original game. There were a set of sprites which were created before, but the link is dead.Further to the testing above, you need to add a fall.recover = 0 to the last hit of the rekka ken for both the super and special version. Currently the opponent can recover before Fei-Long can, which is not good as I currently got beaten by Yun (warusaki)I 100% agree with ya...... Hope that's fixed in the next update........
Was this game he is based on o psp as well because, i have that game, and he seems pretty based o it, my favorite character from that game, Street Fighter Alpha Max 3, Dhalsim,Cammy,Cody,Gen..speaking of Gen does anyone know of a good made gen or where to recieve his sprites?, i will RajaTize him next.Cheers,RajaBoy
Dream Project said, June 14, 2008, 09:56:49 pmjamielashley said, June 14, 2008, 09:01:18 pmThere are't running sprites in the original game. There were a set of sprites which were created before, but the link is dead.Further to the testing above, you need to add a fall.recover = 0 to the last hit of the rekka ken for both the super and special version. Currently the opponent can recover before Fei-Long can, which is not good as I currently got beaten by Yun (warusaki)I 100% agree with ya...... Hope that's fixed in the next update........Fixed, not yet uploaded. Keep the bug reports coming fellas.
In SFA3, on the PS1 what kind of sprites did he use to escape (run out) the collapsing building after the fight with Vega? I don't remember if he flipped out, jumped out, walked out, or had a different animation. If he did, you could possibly use that.